Pattern-based texturing revisited
Fabrice Neyret,Marie-Paule Cani +1 more
- 01 Jul 1999
- pp 235-242
TL;DR: This paper presents a method for texturing any surface using texture samples while avoiding distortion, discontinuity and repetitiveness, and proposes solutions to synthesize textures samples having the continuity property in the case of Perlin and Worley procedural textures.
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Abstract: This paper presents a method for texturing any surface using texture samples while avoiding distortion, discontinuity and repetitiveness. The principle consists in replacing global parameterization of the surface by a serie of local parameterization, and reporting the continuity constraints to the content. For doing this, we make a set of triangular samples whose borders are compatible, we build a mesh of quasi-equilateral triangles on the surface, we project these triangles on the surface using geodesics, and we parameterize each triangular texture patch. We propose solutions to synthesize textures samples having the continuity property in the case of Perlin and Worley procedural textures, and to draw or edit images.
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Citations
State of the Art in Example-based Texture Synthesis
Li-Yi Wei,Sylvain Lefebvre,Vivek Kwatra,Greg Turk +3 more
- 30 Mar 2009
TL;DR: This report aims to provide a tutorial that is easy to follow for readers who are not already familiar with the subject, make a comprehensive survey and comparisons of different methods, and sketch a vision for future work that can help motivate and guide readers that are interested in texture synthesis research.
463
Texture synthesis on surfaces
Greg Turk
- 01 Aug 2001
TL;DR: This method draws upon texture synthesis methods that use image pyramids, and it uses a mesh hierarchy to serve in place of such pyramids to synthesize a texture directly on the surface of the model.
Texture mapping using surface flattening via multidimensional scaling
TL;DR: This work presents a novel technique for texture mapping on arbitrary surfaces with minimal distortion by preserving the local and global structure of the texture by solving an "inverse" problem and map a flat texture patch onto a curved surface while preserving the structure ofThe texture.
Flow tiles
Stephen Chenney
- 27 Aug 2004
TL;DR: This work presents flow tiles, a novel technique for representing and designing velocity fields, which are divergence-free and hence suitable for representing a range of effects, and discusses issues that arise in designs, algorithms for creating tilings, and three applications.
258
Constrained texture mapping for polygonal meshes
Bruno Levy
- 01 Aug 2001
TL;DR: This paper introduces a new optimization-based method for parameterizing polygonal meshes with minimum deformations, while enabling the user to interactively define and edit a set of constraints.
References
An image synthesizer
Ken Perlin
- 01 Jul 1985
TL;DR: The concept of "solid texture" to the field of CGI is introduced and used to create very convincing representations of clouds, fire, water, stars, marble, wood, rock, soap films and crystal.
2K
Multiresolution analysis of arbitrary meshes
Matthias Eck,Tony DeRose,Tom Duchamp,Hugues Hoppe,Michael Lounsbery,Werner Stuetzle +5 more
- 15 Sep 1995
TL;DR: A method for overcoming the subdivision connectivity restriction, meaning that completely arbitrary meshes can now be converted to multiresolution form, is presented, based on the approximation of an arbitrary initial mesh M by a mesh MJ that has subdivision connectivity and is guaranteed to be within a specified tolerance.
Pyramid-based texture analysis/synthesis
David J. Heeger,James R. Bergen +1 more
- 15 Sep 1995
TL;DR: This paper describes a method for synthesizing images that match the texture appearance of a given digitized sample, based on a model of human texture perception, and has potential to be a practically useful tool for graphics applications.
•Book
An image synthesizer
Ken Perlin
- 01 Dec 1988
TL;DR: The Pixel Stream Editor as discussed by the authors is a pixel-level editor for computer generated imagery (CGI) that provides a very fast concept/implement/view iteration cycle, which is based on the concept of "solid texture".
1K
Re-tiling polygonal surfaces
Greg Turk
- 01 Jul 1992
TL;DR: This paper shows how a new set of vertices can be distributed over the surface of a model and connected to one another to create a re-tiling of a surface that is faithful to both the geometry and the topology of the original surface.
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